Karthus
So many souls await
Lane harassment and consistent damage output.
Damaging a low health champion inflicts
adaptive damage and harvests a soul from the victim.Heal when you damage an enemy champion.
Collect eyeballs for champion
takedowns . Gain permanent AD or AP,adaptive for each eyeball plus bonus upon collection completion.Unique
takedowns grant permanent cooldown reduction on your Ultimate.
Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy.
Deal more damage to low health enemy champions.
Offense
+5 AD or 9 AP
Flex
+5 AD or 9 AP
Defense
+6 Armor or 8 MR (match-up)
Why Dark Harvest
Dark Harvest's execution damage play pattern synergizes well with Karthus' [R] when you're looking to pick up late-hit kills.
Why Taste of Blood
Taste of Blood makes your lane phase sustain a lot more reliable.
Why Eyeball Collection
Eyeball Collection's kill/assist stacking is easy to build up with a few early well-timed [R]s.
Why Ultimate Hunter
Ultimate Hunter is the perfect rune choice here for Karthus as the stacks are easy to pick up across the map with [R] as well as keeping your main ability on as short of a cooldown as possible.
WhyPresence of Mind
Like Ultimate Hunter, this build is entirely focus around your [R] execute damage and keeping on as low of a cooldown as possible.
WhyCoup de Grace
Coup De Grace further empowers your ability to lat hit champions with [R], especially when combined with Dark Harvest.
Rest in Peace
Lane harassment and consistent damage output.
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Gain increasing amounts of AD or AP,
adaptive over the course of the game.
Deal more damage to low health enemy champions.
Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy.
Offense
+5 AD or 9 AP
Flex
+5 AD or 9 AP
Defense
+6 Armor or 8 MR (match-up)
Why Summon Aery
Aery provides Karthus with reliable and repeatable damage output. When spamming [Q] in lane the extra bit of chip damage adds up to be an important factor in bringing the enemy to kill range.
Why Manaflow Band
Manaflow Band empowers your early game mana sustain so that you're able to continue harassing with [Q] and have enough mana for those critical [R] casts in the mid game.
Why Transcendence
The extra bit of CDR from Transcendence allows you to opt into Magic Pen and raw AP in the mid game for more damage outout.
Why Gathering Storm
Gathering Storm on Karthus makes you an absolute late game monster able to completely take over a game with your [R].
WhyCoup de Grace
Karth can make great use of Coup De Grace, synergizing well with both is **[R] for executions**, and when he's **in his passive** form looking to finish a target.
WhyPresence of Mind
Presence of Mind's mana and [R] refund is massive for Karthus. When paired with CDR and Ultimate Hat, a few kills/assists will greatly reduce your [R] cooldown for another fight.